The Rescue
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
70 / 100
October 2, 1998
Design:
Dynamics:
Experience:
60 / 100
78 / 100
60 / 100
First Impressions
I'll ignore the similarities between this level and "A Wookie's Fate". Actually, this level is really divided into four smaller mini-levels, each with its own objectives. Now, onto the review...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Architecture, unfortunately, does not meet the standard of some of the more recent SP levels. In fact, only the first level (Mos Eisley) had any kind of architectural detail. Jabba's sail barge was two giant rectangles, and the Imperial base was lacking any kind of creativity as far as architecture was concerned. Texturing was very good in Mos Eisley. There was a lot of variation which helped the mini-level look really realistic. It really is a shame that the author didn't take that potential into the other 3 levels. Jabba's Sail Barge used about two textures for the walls and floor. The Imperial Base was equally repetitive. Lighting was virtually non-existent. The only shading that's worth mentioning is in the Imperial Base, which takes place at night. However, even that stretches it as the shading is the same throughout the entire level, and eventually bores the player.
Dynamics / Interactivity
Enemy Placement was really substantial throughout the first two levels. However, the Imperial Base was lacking stormtroopers. Most of the enemy's were officers or the elite commandos. Also, in the second level, there weren't enough enemies that fired projectiles. Most of them used either their fists or axes. This made them really simple to kill. Items were placed strategically. The author went a little overboard on the health items, but was smart enough to limit ammo (for the most part) to what enemies dropped. COGs was where the level excelled. In addition to standard doors and elevators, there were speeders that you can ride on, which helped add to the experience. Although, that trick has been done before (ala Warzone 2, and MotS level 2) it was still a nice feature that I haven't gotten tired of yet. Modified AI's were present in the series of levels. In the Mos Eisley level, the stormtroopers won't shoot at you unless there are no witnesses to tell about it. My favorite were the rancors devouring stormtroopers beneath Jabba's sail barge.
Playing Experience / Atmosphere
Mos Eisley was perhaps the most detailed of the levels. People and shops littered the streets. There were some nice archways where the stormtroopers could shoot you from above. All the other levels had little to no detail, which made for very dull playing. Realism also suffered from the levels. For one thing I was never able to pick out an accurate timeline. Apparently, this is before ANH, but during a period where the imperials are after him (probably while he's doing all those Kessel runs). Jabba's also after him (according to the second level) which means that this is after Solo dropped his spice to evade the Imperial ships. The problem is that, this is a very narrow window to work under. It is possible to pull off, but not without raising a couple questions. Also, how did the falcon make it's way to the Imperial base? Last time I saw it, it was in Mos Eisley. How come the Imperials that get fed to the rancors, still hold on to blasters? And why do they shoot at Han? I'd be more worried about a huge rancor lumbering my way, then one man who's 50 feet in the air on a bridge. Furthermore, what the heck is with the rancors? Jabba's only supposed to have one. I counted two in the pit. Where did they come from? Since when does it rain on Tatooine? Level 3 clearly had some thunder and the sky looked like it was going to pour at any moment. Finally, why does Han have a lightsaber? He's not a jedi, so where did he get it from? It's little things like this that really tear apart the realism and the mood. This level ran perfectly fine on my P200. However, I do have a 3D graphics card, so almost every level plays smoothly. There was some slight clipping on the bridges in level 2 and on almost all the speeder 3DOs. However, these don't really affect the level. Replay value was virtually nil. Once you beat the mini-levels - which takes about five minutes since they're incredibly short and they're no puzzles whatsoever- there really isn't any good reason to play them again. One level took me exactly 30 seconds, and if you know where you're going in Mos Eisley you can run through the level in 15 seconds (give or take a second).
Review Screenshot 3
Review Screenshot 4
Final Thoughts
All in all, it was a good attempt that came out average. There was some excellent COG usage, so I know the author at least tried to make it good. However, trying and actually doing are two separate things. This one stays down in the average category. Play it if you have ten minutes and nothing else to do.
Design:
Dynamics:
Experience:
60 / 100
78 / 100
60 / 100
Overall:
70